Hunter(Feral Hunter)
Weapon and Armor Profs
A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Feral Focus (Su)
At 1st level, a feral hunter gains a limited ability to change her shape into hybrid animal forms. This functions as the animal focus class feature, except that the hunter always applies the animal aspect to herself, and there is no limit to this ability’s duration. She can end this ability as a free action.
When a feral hunter uses this ability, her body takes on cosmetic aspects of an animal, such as furry skin, longer nails, elongated teeth, and oddly colored eyes; these changes do not grant her any abilities other than what is stated in the animal focus, and end when she takes on a different aspect or ends the ability. This physical change is a polymorph effect, though the effects of the animal focus are not.
This ability alters animal focus and replaces the hunter tactics and speak with master class abilities.
Precise Summoned Animal (Ex)
This functions like the precise companion class ability, except the hunter grants all her teamwork feats to all animals she summons with summon nature’s ally. This ability alters precise companion.
Nature Training(Ex)
A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Teamwork Feat
At 3rd level and every 3 levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus teamwork feat.
Wild Empathy(Ex)
A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Stormbound
Weapon and Armor Profs
Stormbound are proficient with all simple and martial weapons. Stormbound are proficient with light armor, medium armor, and shields. However, wearing metal armor or using a metal shield impairs a stormbound’s ability to properly channel the natural forces of the storm that rages inside them. If a stormbound wears metal armor or uses a metal shield, they treat the essence capacity of their veils shaped using stormbound veil slots as 2 less (minimum 0). It takes half as much damage to sunder the stormbound's veils and those veils have half their normal hardness while the stormbound wears metal armor or uses a metal shield. This penalty does not apply when the stormbound uses armor or shields produced by a veil that are normally made of metal unless those veils are upgraded to incorporate a special material made of metal.
Veilweaving
Veilweaving
Stormbound control and channel the power of the storm that rages within their bodies, unleashing it in measured and controlled amounts in an effort to prevent the destruction of their body and the world that surrounds them. The stormbound uses this energy by shaping it into magical creations known as veils, which are drawn from the stormbound veil list. The stormbound knows and can shape any veil from this list. The stormbound uses their Wisdom as their veilweaving modifier. The DC for a saving throw against a veil’s abilities is 10 + the number of points of essence invested in the veil, + the stormbound's veilweaving modifier.
The stormbound can only shape a limited number of veils per day. They can shape 2 veils at 1st level, and gain the ability to shape 1 additional veil each day at 3rd level, and every 2 levels thereafter. A stormbound must have a good night’s rest and must meditate for one hour to prepare their veils for the day.
At 1st level, the stormbound gains access to a pool of essence which can be invested into their veils and other essence receptacles to increase their power. The stormbound gains 1 point of essence at 1st level, and every class level thereafter.
Spring's Weave
The herald of spring gains access to a unique veil shot: the Storm slot. The herald of spring gains an additional veil each day that must be used to shape a Storm veil. Unlike a normal stormbound, a herald of spring may freely invest their essence to or from their storm veils.
The electric currents of spring storms imbues the herald of spring’s soul, allowing them to call upon unique and devastating spring storms from beyond the mortal realms. Whenever the herald of spring shapes a Storm veil with the Acid, Cold, or Fire descriptors, they can choose to shape that veil with the Electricity descriptor instead. Any acid, cold, or fire damage dealt by this veil instead deals electricity damage.
Weatherproofing(Su)
The stormbound’s ability to call upon and control storms has granted them a measure of immunity to their effects, an immunity which they can also bestow to their allies. The stormbound gains the effects endure elements as a constant effect. If the stormbound would be subject to a saving throw from a Storm veil they have shaped, they are treated as automatically passing that saving throw if they wish to. If they are subjected to an attack roll from a Storm veil they have shaped, that attack automatically misses if they wish it to. If they would take damage from a Storm veil they have shaped, they may choose to reduce the damage dealt to them to 0. If one of their Storm veils imposes other penalties that do not require a saving throw (such as a reduction in vision range, making its area difficult terrain, or filling the area with high winds) this ability does not protect against those penalties.
The stormbound can also bestow the benefits of this ability to their allies as a free action on their turn. They choose a number of creatures equal to 1/2 their class level plus their veilweaving modifier to grant the effects of this ability. The resistance to Storm veils granted by this ability only applies to Storm veils the stormbound has shaped, and this immunity persists until the stormbound uses this ability again, or loses consciousness.
Blessing of Spring(Su)
Due to their unique connection to the primeval forces of spring, a herald of spring’s protection from the power of storms is altered.
The herald of spring and their allies do not gain the benefits of endure elements from the herald of spring’s weatherproofing. Instead, affected creatures gain a pool of temporary hit points equal to the herald of spring’s class level. If lost, these temporary hit points recover at a rate of 1 point per minute.
If weatherproofing is removed from a creature these temporary hit points are immediately lost. If a creature is provided weatherproofing by the herald of spring once again, the temporary hit points are restored at the exact value they were when weatherproofing was removed.
Storm Powers/Voltaic Powers
Storms are natural phenomena, they provide water for plants and animals, change the shape of the world, and in some cases destroy it. The stormbound learns to emulate these aspects in the form of Storm Powers. At 1st level, and every 2 levels thereafter, the stormbound may select a single storm power that they qualify for.
Voltaic Powers
If the herald of spring gains a storm power that can be invested as if it were a storm veil, they may instead invest essence in it as if it were a normal essence receptacle. In addition, if they select a storm power which deals acid, cold, or fire damage, when they select the storm power they can choose for it to deal electricity damage instead.
Shifting Spring(Su)
The herald of spring’s command over spring’s storms allows them to easily and effortlessly shift their storms into a new shape. At 2nd level, when the herald of spring rolls initiative, or at the beginning of each of their turns, they can choose to take 2 points of essence burn to unshape a single shaped Storm veil, and immediately shape a new one in its place. If the Storm veil they unshape was bound to their Storm chakra, the new Storm veil they shape in its place is also bound. If the unshaped Storm veil and the newly shaped Storm veil both have one of the following properties the herald of spring can use this ability without taking essence burn: the Air descriptor, Electricity descriptor, Water descriptor, or Storms that have no capability of dealing damage. The two veils do not need to match for this ability: the herald of spring can replace an Electricity storm with one that deals no damage without suffering essence burn, or vice versa.
Improved Essence Capacity
The stormbound’s growth in power leads to an expansion of the essence capacity of their veils. At 3rd, 9th, and 15th level the essence capacity of all of the stormbound’s essence receptacles increases by 1.